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- 21st of september, 1993
-
- GAME : SNACKMAN
- VERSION : 1.00ß
- SUPPORT : VGA
- Soundblaster & compatibles
- CODE & GFX : Jeroen Koomen
- E-mail (until juli 1994) : v882136@si.hhs.nl
- SOUND : Created and edited with S-EDIT, the most enhanced
- sample-editor for DOS
- CODED IN : 2 weeks
- CODED WITH : Borland Pascal 7.0
-
- If you have a soundblaster (compatible) soundcard installed, you
- can change the interrupt-setting of SNACKMAN. Default is irq7,
- to change this type :
-
- SNACKMAN /iX
-
- where X is the correct interrupt number (this can be 2,3,5 or 7).
-
-
-
- Finally, after a few weeks of coding, designing, testing and debugging
- SNACKMAN is finished. The goal of the game is very simple : eat all
- the pills avoiding the ghosts or honeybeys and try to beat the high-score.
-
- OK, since I have nothing better to do, and I don't want to work on
- S-EDIT right now, something about the game.
-
- The goal of each level is to gain as much points as you can by eating
- the ghosts and the pills. You can eat the ghosts when their color is
- white. The ghosts become white when you eat the (easy to distinguish)
- cornerpoints - the so called MEGA-pills.
-
- You see, actually the ghosts aren't happy at all with YOU eating away
- all their pills. I gave the ghosts in this game bad visual capabilities.
- The pills on each level help them restore their view. You'll notice
- that each level on their view gets better and they'll need less time
- to find you in the maze.
-
- The game counts 11 different levels. If the level number is even,
- a bonus will appear somewhere on the screen. If you want to collect
- it, be sure to be there before the ghosts do, because they eat the
- bonus too ! A bonus can either give you extra points or it can give
- you certain capabilities during that level.
-
-
-
- Thanks :
-
- Marcel Pennock : For the drawing of the border in the HALL OF FAME;
- Marcel v/d Lem : For help in programming recursive algorithms (which
- didn't quite work out as we wanted) - and
- assistance in some of the level design;
-
- Note from the author :
-
- As you probably have noticed I didn't spend much time on cool graphics,
- the gameplay had priority No. 1. After that was finished I wanted to
- release it ASAP, because S-EDIT and 'STONE ZONE' are taking much time also.
- Since this game didn't cost me much time at all and I had no commercial
- plans for it, just spread it and play it. Maybe the next version will have
- a dynamic maze with flipping walls etc.
-
- I mentioned STONEZONE - this is a hot 320*400 pixel strategic game. The
- first version is allmost finished. I'm working on this project together
- with Eric Oostendorp from ULTRAFORCE. You'll just have to wait for a
- couple of months to see the result though.
-
- Have fun - Jeroen Koomen (SONIX :-)
-
-